视觉委派-通过视觉委派玩家角色感觉来增强玩家感知

Sebastian Misztal, Guillermo Carbonell, Jonas Schild
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引用次数: 7

摘要

虽然游戏中的玩家角色可以体验所有感知模式,但玩家的感官通常是有限的,尤其是视觉渠道。因此,许多电子游戏将视觉委托作为一种替代,以增强玩家感知并强化玩家与玩家角色之间的关系。例如,在第一人称动作游戏中,屏幕层的红色边缘在视觉上告诉玩家被击中了,在某种程度上,这种视觉反馈将角色的影响(如疼痛)传达给玩家的感知。现有的游戏以各种形式使用这种委托。然而,由于缺乏对这些视觉代表的系统调查或分类,导致人们缺乏对如何在游戏设计中适当地将视觉代表分配给感知事件的理解。使用基于理论的方法,我们系统地分析了102款以角色为中心的电子游戏。我们收集了67个视觉代表,并得出了12个相关的五种基本感知组。首先,我们的工作提供了一个系统的分类和集合,允许游戏设计师找到合适的视觉代表,他们想要触发玩家的角色感知。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation
While a player character in a game can experience all perceptual modalities, player senses are often limited, especially to the visual channel. As a result, many video games apply visual delegates that function as a substitution to enhance player perception and intensify the relation between player and player character. For instance, in first-person actions games, red colored edges on the screen layer visually inform the player of being hit and, to some extent, this visual feedback delegates the character's affect (i.e., pain) to the player's perception. Existing games apply such delegates in various forms. Yet, there is no systematic investigation or classification of these visual delegates resulting in a lack of understanding how to appropriately assign visual delegates to perceptual events in game design. Using a grounded theory-based approach, we systematically analyzed 102 character-centered video games. We collected 67 visual delegates and derived 12 associated groups of five basic perceptions. As a first, our work provides a systematic classification and collection that allows game designers to find appropriate visual delegates for character perceptions they want to trigger in players.
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